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# House Diedne

#### by Mark Hall

This text contains many trademarks owned by Atlas Games, including some text adapted from one of their sourcebooks. The use of these trademarks and text are in no way intended as a challenge to their ownership. The actual text of this piece, as well as many of the concepts, are copyright 1998, 1999 by Mark Hall. Do not reproduce without permission, save for your personal use and the use of your Troupe.

First off, I'd like to thank Lucy Hewitt for both typing up the Diedne magic virtue in the first place (allowing me to cut and paste, rather than type the thing out myself). Also, for being anti-Diedne enough to realize that I needed to present more than one view of the house.
This will be slightly different from the House entries in Houses of Hermes (on which it is based), in that I'm going to present two different versions of the same House, each based on a different view of who the pre-schism Diedne actually were. This is because, quite frankly, many people already have assumptions about who the Diedne were, and those have worked into the Saga. In the interest of making this more widely useful (and to keep any players who might receive this in the dark), I'll refer to each group differently.
One view of House Diedne is that they were all (or mostly) diabolists, or at least blood-mages. These will be referred to as Demonic Diedne or Demonics in the text, for want of a better name. My personal view (which I arrogantly enough call the "Realistic" view) has some few members who were truly diabolic, but most were simply different from the other Houses, their secrecy leaving them open to charges of diabolism at the wrong moment. The two views can actually co-exist, though the incorporation of a Realistic group usually involves the out of paradigm assumption that paganism is not the tool of Satan, but aligned to either the Magical, Faerie, or Dominion powers. Personally, I prefer the assumption that there were Demonic Diedne, but any who survived the war use the name only for its shock value to the Order. Unless it's noted otherwise, assume that everything refers to the Realistic view.

### House Diedne

Motto: Beata Terra beata omnia eam servant (Blessed be Earth and all who serve her)
Symbol: An oak stump with a slender tree beginning to grow from it. This symbol was adopted after the Schism War. Before the war, the symbol was two staves (or, in rare cases, spears) parallel to each other, running vertically over a wreath of leaves.
Diedne: DEED-nay
"Then, we will join your `Order of Hermes', entering into the protection of you and yours. We will teach you all you are ready to know, and learn your style of magic, but we will always remain ourselves, separate, yet within the whole."

-Diedne's covenant with Bonisagus upon forming House Diedne.
"I welcome you to the Order of Hermes, amica, and pledge the protection of myself, my filii, and the Order to the House Diedne."

-Bonisagus, welcoming Diedne to the Order

Diedne magi serve two Orders: the Order of Hermes and the Order of the Wise, the order of Druids into which they are initiated after finishing their nineteen year apprenticeships and completing their apprentice's gauntlet. Never more than nominally Hermetic, that trait has become more pronounced in recent years, in the years following the Schism War.
History

After the defeat of Vercingetorix in 52 BC, Caesar's armies began a violent campaign of suppression against the Druids of Gaul, a persecution which spread with the Empire. Because the Romans were unable to conquer Ireland and Scotland, these lands became a haven for Druids fleeing Roman persecution. Some Druids, having kin in Germany also fled to those lands, eventually blending into the local population.

It was from these Gaulish refugees in Ireland that Diedne descended. Blessed with visions, she knew upon sighting Bonisagus that her future lay with this man. However, the Chief Druid, after listening to Bonisagus, would have nothing to do with this "Roman Wizard" or his "Roman Order". Diedne spoke at length with Bonisagus, learning what his hopes for the Order were. Diedne tried to convince the Chief Druid to join the Order, but still he would have nothing to do with the Romans. Diedne left with Bonisagus, taking half the local Druids with her.

Diedne's followers spread to everywhere Druids still lived, bringing many into the House, soon one of the largest in the Order. Unlike the other non-Roman House, Bjornaer, the split between the Druids who joined and those who didn't was largely amicable, and initiates would sometimes be sent to the Magi of Diedne for some of their training. The House was always concerned with teaching those around them, from the proper time to plant and harvest to the ways of the natural world. This continued for nearly two hundred and fifty years, until the advent of the Schism War.

House Diedne remained true to its Druidic roots, even as members of the Order. Training of apprentices was slightly modified to accommodate the magical systems of Bonisagus, but they were still trained in Druidic magic and ceremonies. Often living in covenants made up only of their own House, they continued the practice of Druidism out of sight of the other Houses. When the corruption of House Tytalus was revealed, their paganism worked against them in an Order largely made up of those raised Christian.

The infamous Prima Tribunal then occurred. During a heated argument, Archmagus Ailean publicly and viciously insulted the Primus of Tremere. At this point, the histories of the two versions of the House begin to seriously diverge. The Demonic Diedne began to practice their foul magics and Infernal allies to hide the evidence of their deeds, feeling that their work was not yet done. They had slowly turned those around them from Christianity, replacing God with pagan idols at best, with disguised demons at worst. They were among the most favored servants of the Dark One, for they were both skilled and dedicated, so much aid was given to them. The Realistic Diedne began to construct an explanation of their paganism to give to the quaesitores, showing what they were trying to do and designing arguments as to why they were neither interfering with the mundanes nor angering the Church. Many also hid evidence of their pagan practices. When the quaesitores began their mad hunt for diabolists, both versions of the House resisted, knowing that their private rituals would not stand the scrutiny of outsiders.

For six years, the Diedne managed to put off the quaesitores. Still angry at the insult, and more certain than ever that the Pagan Magi were diabolists, House Tremere declared a Wizard's War on House Diedne. House Guernicus retroactively sanctioned this breach of precedent, and House Flambeau happily joined the slaughter. The lineage of Bonisagus, sworn to defend the Magi of Diedne, did nothing to stop the War. Merinita and Ex Miscellanea provided covert support, knowing that suspicion would next fall on them, while Bjornaer simply tried to survive this decade of magical violence.

Every Diedne covenant, from their Domus magna in the Normandy tribunal to the smallest hamlet covenant was destroyed. Of the one hundred and six magi of Diedne, a mere five made it to Scotland, two having completed their gauntlet only days before the violence began. There, the Order, especially Tremere and Flambeau, was weak.

Of the five, one wanted nothing more to do with the Order. She had completed her gauntlet only recently, and retired to a small village, where she acted as the local wise woman until her death. In the Demonic timeline, Llewellyn was burning with revenge, so he and his filius, Fearghus, prevailed upon the Dark One to enter Hell and have not been seen since. To the Realistic Llewellyn, though, this was a time for careful revenge. He took his filius into Arcadia, where he was to carefully plan his revenge. His final order as Primus was to prepare for his return. The final magi, Briga and Cathal MacEwen, each quietly entered the House Ex Miscellanea as aonaranan (hermit magi). When it was evident they could no longer use the old symbol for their House, Cathal suggested his clan symbol, as it could easily be explained and held a powerful symbolism for the two Druids, who would prosper out of their apparent death. Briga argued over the appropriateness of oak, given Merinita symbol, but finally acquiesced. They were fortunately moderately experienced already, and each soon found new apprentices. Now, two hundred and eight years after the Schism War, House Ex Miscellanea unknowingly contains twelve magi who consider themselves to be of the House Diedne and a religious order older than the Christianity around them.

Notable Magi of Diedne
Diedne: Founder of the House, she was distrusted by all the First Primi, save Bjornaer and Bonisagus, for her non-Roman origins.
Ailean: Fiery Scottish Archmage whose insult to Primus Cercistum of Tremere precipitated the Schism War.
Briga and Cathal: Today called the Second Founders of House Diedne, theirs are the only Diedne lineages left on Earth.
Current Status:

Membership: Twelve (though the Demonics have taught their secrets of blood magic to many other magi as enticements down their Path).
Domus magna: None. The old Domus magna, near the great Cathedral of Chartres in the Normandy tribunal, was completely destroyed in the Schism War. Only one wall, no more than five feet high, remains. The only covenant of the House is registered to House Ex Miscellanea, and is largely ignored. It contains enough space for nine magi, though only the seven filii of Briga live there permanently, they have room for the occasional long-term visit by a filius of Cathal. Should the House ever be re-accepted, the Covenant at Snowdon will likely be the Domus magna.
Primus: Anivair o'Cathal. The grand-filius of Cathal, Anivair is rapidly losing his abilities as a magus, due to multiple Twilights when he was younger.
Current concerns: The remaining magi are interested in avoiding detection by the Order. Although one covenant of seven magi exists in Wales (all seven descendants of Briga, who agreed to try to bring back the days before the War), all others are hermit magi, spread throughout the British Isles and Gaul. Though they were once strong there, the Diedne have not returned to Iberia for fear of attracting the attention of the Reconquista, as well as the uncertainty of the fate of several Iberian Diedne. The Demonics initiated the Shadow Flambeau into the combination of Hermetic and Infernal magics that they practice, and will actively aid the magi of Jaferiya should they encounter them, but not at risk to themselves (unless ordered to do so by their Masters). The Realistics will avoid them, not wishing to be revealed by a demon's accusations.
As always, they are concerned with maintaining both Orders. They are a religious group, practicing the major ceremonies of their faith (whichever that may be, according to the option you choose) with their non-hermetic brethren and instructing the people of their lands in maintaining the balance of nature. The lands around the Snowdon covenant are now clandestinely Druidic (or, in the case of the Demonic Diedne, fearfully Satanic).
No one may enter the House Diedne save through apprenticeships and apprentices are chosen very carefully. The Druidic training of Diedne Magi is altered somewhat, allowing them to incorporate Hermetic magic. As such, normal druids have trouble entering the House after their own initiations. Many have Exceptional talents or innate magical abilities, though this is by no means required.

Magi of Diedne

Starting Abilities:
Speak own Language (Scots or Irish Gaelic, Welsh or Breton) 5, Speak Latin 3, Scribe Latin 2, Parma Magica 3, Magic Theory 4, Scribe Ogham 3, Storytelling 2*, Organization Lore (House Diedne) 3, Druid Theology** 3, Artes Liberales 2, Philosophiae 2, Medicine 2, Legend Lore 1
Starting Experience Points: Equal to age + 4
Note that while this may seem to be a lot of abilities, their apprenticeships average four and a half years longer than standard to account for this.

*Diedne Magi can use Storytelling in place of Disputatio to teach students.
**Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.
Required Virtue: Diedne Magic +1 Virtue
(text from Wizard's Grimoire, Revised Edition page 58-59)

Druidic magi in the Diedne tradition have +4 bonus on Creo, Muto and Rego techniques and +2 bonus on Animal and Mentem forms to represent the traditional fields where Druids excelled. These bonuses work like a knack, save that they may not be increased. Further, when casting a spontaneous spell, all totals are divided by two whether the caster expends a Fatigue level or not, reflecting the immediate nature of Diedne magic.
A magus from this tradition can only cast formulaic or ritual spells after he has spent enough experience to have mastered the spell. Half of a Diedne's beginning spell levels are considered to have this experience accrued, and even spells that are known but cannot be cast can serve as similar spells for the purposes of spontaneous magics. However, the magus cannot ever use the benefits of mastering a spell. The player may allocate one experience point earned on an adventure towards this memorization.
Diedne magi are unable to perform any sort of Hermetic group ritual spell or combine their powers by means such as Wizard's Communion (MuVi Gen). (Adapted from text originally published in The Tempest.)
Required Flaw: Dark Secret -1 Flaw
As a Magus of Diedne, you are the illegal offspring of a dead house, and many Flambeau and Tremere are still sworn to your death. Should your identity ever be discovered, you and your entire House will be wiped out unless saved by a miracle.
Optional Virtue: Proficiency with Formulaic Magic, +6 Hermetic Virtue
You don't suffer the common Diedne disadvantage with Formulaic spells, and can cast them just as any other magus, including the option to master them (provided you spend the required experience). You do not start with any Mastered spells, however, unless you also take the +1 Virtue: Mastered Spells. Cathal possessed this Virtue, and some of his filii have been able to master it.
Common Virtues and Flaws

Life-linked Spontaneous Magic (+3): The Druidic blood magic has changed, but members of Diedne's house have always had a natural ability for both it and spontaneous magic.
Hedge Wizard (-1): As members of Ex Miscellanea, most members of the Winter House (as they refer to themselves now) are branded Hedge Wizards.
Old (-3): The longer apprenticeships of Diedne magi often lead to apprentices passing their gauntlets rather late in life.
Any exceptional Talent (varies): Magi of this house tend to select apprentices with some natural talents, and work to nurture these abilities through their apprenticeships.
True Faith (+3): True Faith for Realistic members of this House is Druidic in nature, rather than in the Christian god. Whether or not you allow Demonic True Faith in your Saga is your business.
Visual Eidetic Memory (+3): Most members of the House have Eidetic Memories
Magical Memory (+3): Some within the House are able to keep the complex formulas of magic within their heads, greatly aiding in their use of magic.

Mentality of a Diedne Magus

As an descendant of Briga, you are likely to see it as your duty to rebuild the House Diedne. For now, that means hiding within the House Ex Miscellanea and combating the official history with the true history of your House. It also means choosing your apprentices carefully and training them fully in the history of the house.
As an descendant of Cathal, your job is to rediscover the ancient secrets of House Diedne. That means travelling to non-Hermetic Druids and learning to combine the traditions, as well as combing the libraries of Hermetic covenants for information that may have been hidden there.
As a Demonic Diedne, you are charged to entice your fellow magi to follow you in selling their souls, providing them with magical secrets that will bring them closer to damnation.
Priorities of a Descendant of Briga
1) Remain undiscovered
2) Train new apprentices
3) Rebuild House Diedne

Priorities of a Descendant of Cathal
1) Remain undiscovered
2) Re-learn the secrets of House Diedne
3) Train new apprentices

Priorities of a Descendant of the Demonic Diedne
1) Remain undiscovered
2) Bring new converts out of the fold
3) Discredit Flambeau and Tremere

Outlook
The views of Demonic Diedne are much different than those of the Realistics, and are noted in parenthesis.
Bjornaer: We do not blame them for their lack of help during our Winter. Their magic is interesting, and they understand that self-control is the first aspect of guiding nature. (Curse them! They left us to die, because they feared the fire!)
Bonisagus: Where were you? Does the word of your founder mean nothing? (For their infidelity to their founder, we find their corruption to be sweeter than many others', and far easier in their grasp for magical knowledge)
Criamon: Their obsession with Enigma leaves them blind to the plainer truths. (They resist better than most, as mystics are always more difficult to grasp than dogmatists.)
Ex Miscellanea: Because of their non-Roman origins, these are the future of the Order. They still know that a word is a bond. (Diffuse and weak, they fall easily... either to the sword or to the promise of power)
Flambeau: In their haste to destroy, they forget that whatever is destroyed grows back. (Enticing them is easy. Should a significant number come to us, perhaps the spawn of Guernicus will do them the same _favor_ they did us.)
Jerbiton: They see that mundanes deserve the fruits of our knowledge. Those that know should teach those that don't. (They walk a thin line between the Code and their love for the mundanes. The correct push, and they will fall to us.)
Mercere: They know more than they let on. They may know our secret, but they will protect it, for they keep the Houses together. (The nosy false mages must not learn of our secret, or we will be vulnerable again)
Merinita: Our friends. They understand nature, but they revere what we only respect. (Their alien patterns make them difficult to grasp, but their rejection of the Church makes them easy to hold).
Quaesitor: The Law can change with time, but in their zeal to enforce it, they forgot the Law should be enforced equally. Where were their inquiries into Tremere, or Bonisagus, or themselves? (My mundane ancestors have a saying: Three ruins of a tribe: a lying chief, a false judge, a lustful priest. The Bonisagus did not follow the words of their founder. The Quaesitores passed false judgement. This tribe of Hermes has no priests, and will fall because of the failures of Guernicus's House.)
Tremere: They try to control what should be led. (Their souls come the sweetest to us, but are rare. Their backbiting keeps them from having things to hide.)
Tytalus: Conflict is just another side of peace, but they don't see that. (They have fallen once. They will do so again.)
Verditius: Tools are important, and perhaps through them we can bring magic to the mundanes. (Their pride in their own work makes them hard to catch... their need for things, though, makes them somewhat vulnerable).
The Church: In their obsession with death, they forget that life is eternal and continuous. (Our enemies, more so than any of the Houses. Take what you can from them, and redirect their ire elsewhere. For all the strength of their G-g-g-g.... Lord, most are but men.)
Nobility: We try to avoid them, for their gossip could undo us. (How else is one to afford the pleasures of being free? Find one, cultivate him, then leave him with nothing but ashes.)
Commoners: We have close ties to those who are close to the Earth. Too bad most of them have fallen under the sway of a Church that preaches only rigidity and death, rather than Law and Life. (They are as petty as the nobles, but less expensive and often more devout. However, every village will hold a weak link, and with that link, one can shatter the entire chain.)
Faeries: These spirits are wise, and must be respected. (Their lack of souls makes them useless. Their temerity makes them annoying. Destroy them as needed.)
Intra-house Relations

Within the House, the word of the Primus is law. Otherwise, you are to respect the opinion of everyone, from apprentice to Archmagus, but the ultimate responsibility for your actions is your own. Maintaining your Druidic heritage is important, as it helps to bind us together. Practice the rituals of the seasons, but avoid discovery. Should either the Church or the Order discover your existence, you'll be cut off from the House, sacrificing a limb to save the body.
One area where all the Realists are united within the House is how to deal with the possible return of Llewellyn. Should he and his filius return, they will avoid contacting him, as his still-fresh desire for revenge would wreck their carefully laid plans to grow and survive. It is accepted that, in leaving the House in the dark days after the War, he forfeited his rights as Primus, and will be given only minimal aid by the House. On the other hand, the Demonic Diedne eagerly await the return of their former Primus, and will let him have the post if he's worthy.

Druids: Their Faith and Their Magic

Note: This section is based off my own views of the Mythic Europe paradigm. My interpretation may not match with yours. Also, this only truly applies to the Realistics. While some Demonics will know the lore, their faith lies elsewhere.
All members of House Diedne are Druids. At the end of the nineteen and a half year apprenticeship, an initiate is taken for his gauntlet to a nearby circle of Druids. Snowdon is a common choice, as there are sufficient Druids there to conduct the ceremony, but they are welcome at any of the few groves remaining hidden within Mythic Europe.
The ceremony itself, and what happens during it, is a closely held secret, but it is known that no apprentice fails and survives. One either becomes a magus or dies. If the new magus survives, there is a great feast with all the Druids in the area. All magi come away from the ceremony changed. They no longer fear death, but they relish life. A few Druids come away remembering living before, finally understanding some aspects of their lives that have always blessed or plagued them. Some Diedne do not make longevity potions, since they no longer fear death, though this is both rare and discouraged in these days. Many more opt to start a family before taking the potion. In fact, all of the senior magi today have spouses and children, some who are also Diedne or Druids (few initiates opt to learn Bonisagus's magic).
Druids have a deep connection to a more mystical aspect of the Dominion. As such, their consecrated areas possess Divine auras. The Divine Auras of Druid groves, however, act on magical powers much the same way as Faerie auras, adding half their rating to a magus's magical endeavors. To faeries, the aura acts as a mundane area, neither afflicting nor helping them. It still has standard effects on Divine (whether Christian or pagan) and Infernal powers, however.
The Druids are polytheistic, though followers of Druidism tend to worship individual gods as personal patrons. Taranis the Thunderer in Gaul, Teuates, the god of the tribe, and The Dagdha of Ireland are all gods that are known to them, and an important part of their world. I suggest that anyone choosing to play a Diedne do a little research into Celtic mythology and find a deity or two that suits their character.
To Druids, the soul is immortal, but in a different way than in the Christian tradition. A soul has many parts, with each part going separating from the others after death. One part is reborn an infinite number of times, a life of grandeur being followed by a life of ignominy. Some Diedne have recognized people they once knew, and found that they share many of the same interests and style as they had previously, and that friendships and loves continue past death, though it is very rare for any but the initiated to remember things from a previous life.
Druids respect nature, the fae, the mundanes, and even the Church. While they may not like them, they even respect the Infernal minions as a natural and needed balance on the powers of the Dominion. In their cosmology, the Shadow is the balance between the Dark and the Light, two equal forces in a dynamic balance. Neither is to be shunned, but neither is to be embraced as the only way. They have discovered that a balanced land is a healthy land, and as such attempt to keep the balance, since all are tied to the land.
To the Druids, everything is bound into a pattern. By observing the patterns in nature, they can learn important lessons. They observe the greater patterns of nature, such as lunar and tidal cycles, as well as the lesser patterns in bird flights and falling leaves. People who follow their pattern are considered lucky, and those who don't, unlucky. They highly regard truth and hospitality, and tend to be very loyal to their clan or tribe. Kin are an important aspect of the culture they try to build around them, and close family bonds extend from between magi and those who live near them.
Sacrifice is one of the Druidic ways of keeping the balance. While rituals, feasts, and other workings are the first option, sacrifice is used as a last resort. Most sacrifices are animal or material, propitiating the Otherworld (in the mythic cosmology, the True and Ash Empyreans) and trying to keep the land healthy and the cycles of nature continuing on their normal path. However, human sacrifice is used in rare occasions, and is the most sacred of rites. While an animal's spirit may please the gods, and the sacrifice of something one has made may provide them with some of your spirit, a human soul, knowing the importance of the rite, can go to his death willingly in order to protect the land and people. Offering flesh and blood in a sacred tribute, it obligates the gods to give an equal gift in turn. Most human sacrifices are condemned criminals, though some go willingly, often those nearing the end of their current life.
There are three branches within the social class called Druids. The first is the Bards. While these musicians, poets, and historians may possess Enchanting or even Magical Music, they are better known as keepers of lore and history, and tellers of stories. Next were the Vates, or diviners. While some Bards and Druid possessed skills at divination, these were the particular specialty of the Vates. Lastly, were the Druids, the natural philosophers and priests of their communities. Before the Schism War, House Diedne contained members of all three of these branches of the Order of the Wise in their members... indeed, Llewellyn and Fearghus were both Bards... Cathal and Briga were both Druids, so that is the only surviving tradition in the House at this time.
The Diedne know the secrets of Druid magic, which resembles the hedge magic tradition of Natural Magic. Diedne can use this system of magic, and it was actually the basis for Diedne's breakthrough of spontaneous magic. Since Diedne are not automatically skilled in Alchemy (which requires either the +1 virtue or extensive training), they suffer a -3 to all their rolls and one additional botch die with this magic unless they have that skill. Knowing a similar Hermetic spell will negate the penalty, but not the botch die. Also, unlike normal alchemy, their Magic Theory score is of no help... Bonisagus's theory has thus far been unable to accommodate Natural Magic. However, like all Natural Magic, these spells are subject to Hermetic Limits. While there are rumors of exceptionally gifted Druids overcoming these limits (most specifically, the Limit of the Soul, in the form of bringing the dead to life), this has not happened even in the memory of the Second Founders. At the end of this file, I'll present the modifications needed on the Natural Magician template for them to serve as Druids, as well as the abilities of Bards and Vates.
There is one other kind of Druid magic that is important to mention, and that is the magic of ritual. These rituals are essentially group castings of Natural Magic, adding the Intelligence, Alchemy (or -3, if the skill is not possessed), and Philosophiae of all the participants are added together. These are then added to the stress die, Aura, Spell Foci (only added once, no matter how many are present), and Form and Effect Bonuses (again only added once). Also added to this spellcasting ritual is any additional vis (beyond what is required for the effect, according to the rules of natural magic), and the possibility of a sacrifice. In general, every health level possessed between Unharmed and Incapacitated possessed by the sacrifice is counted as one pawn of vis. If the sacrifice is human, this number is multiplied by 1.5. If the sacrifice is a willing human or magical animal, that number is doubled. If the sacrifice is a Gifted human or Beast of Virtue, the number is tripled. More than one creature may be sacrificed if needed. Note that blood sacrifice itself is very rare, human sacrifice is almost unheard of, and the last time the Realistics performed an unwilling human sacrifice on any but a criminal is beyond living memory, if indeed it ever happened.
For example, winter has settled around the covenant, but it has stayed too long. In order to bring spring, the druids (both Diedne and not) join together to cast a massive ReAu spell to bring spring to the covenant. After looking at the strength of the gathered druids and available materials, it is decided that more will be needed insure success. The leader of the ritual mulls over his options. A bird (body levels: OK, -3, Incapacitated) would provide 1 pawn of vis, not enough to bring about the ritual. A human (body levels: OK, 0, -1, -3, -5, Incapacitated) would provide 6 or 8 pawns of vis, while a horse (body levels: OK, 0/0, -1/-1, -3, -5, Incapacitated) will provide 6 pawns of vis. The leader of the ritual decides these six will be enough, and orders a horse brought forward.
Magic

Diedne magi have little focus for their magical abilities as a House. Individually, they tend to concentrate on one or two Techniques and three or four Forms, but parens try to teach a balanced program to their apprentices. As such, many magi begin with scores of 3 in all the Arts before they are allowed to follow their own inclinations (thus fulfilling the needs of both balance and individual pattern). Because of the peculiar deficiencies of Diedne magic, it was not rare to encounter magi of this House with very high Arts, but knowing only a few more spells than they left apprenticeship with.
Because of their deficiencies with Formulaic spells, there were very few that were crafted by the House. Many of those were lost in the Schism War. Those that did survive are often only used by the followers of Cathal, as the other magi lack the skill with them. An example of a Diedne spell, one that was created by Cathal before his travels after the war, is given below to give the flavor of these magi's magics.
The Hospitable Host MuHe 25
R: Touch D: Sun/Season T: Individual
Spell Focus: A piece of wood (+3)
Requisite: Rego
This spell causes a tree at least 2 paces wide to open like a womb, then enfold around the caster, creating a comfortable, hidden sleeping place. Detecting that something is wrong with the tree requires a deliberate Perception + (Area) Lore roll of 6+, with a -1 per pace of diameter over 2 that the tree possesses, though that will say only that the tree is different, not why. When the spell ends, the magus is safely expelled.
The piece of wood used for this spell must be hollowed out at one end, and stuck in the ground within 5 paces. If the wood is knocked over so that the hollow end is open, the spell ends early, expelling the mage from the tree.
Normally, this section would include an NPC and ideas for using the House in a Saga. Given the rarity of the house, an NPC would lessen the ability of a Storyguide to control his world, and the use of House Diedne will likely be based around something more deliberate.

#### Appendix 1: Druids as Natural Magicians

A druid who is a mystic companion (as opposed to a Diedne magus) is very much like a natural magician... so much so that they can be considered identical as far magics are concerned. Druids, however, have some slight differences in relation to their mundane aspects, such as abilities and backgrounds.
First, Druids are not considered Magister in Artibus. Within their communities, they are considered the social equivalent of Clergy (Social Class Virtue +3), though without the automatic income or protection from any civil law outside their communities. Beyond the boundaries of lands that still hold to the Old Ways, they are treated as Wise Ones (Social Class Virtue +1). They have a minimum age of (27-Intelligence).
Also, their beginning abilities are slightly different than a normal Natural Magician's. Instead of the standard abilities, they receive:
Alchemy 3
Artes Liberales 2
Faerie Lore 1
Legend Lore 2
Magic Sensitivity 2
Medicine 2
Philosophiae 3
Scribe Ogham 2
Speak Own Language 5
Storytelling* 2
Druid Theology** 4
*Druids can use Storytelling in place of Disputatio to teach students.
**Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.
Like all mystic companions, they also get (Age + 10) experience points to buy beginning abilities, or to increase the ones above.

#### Appendix 2: Bards as Mystic Companions

Bards create their magic through their music, stories, and satires. The power of a fully trained Bard can be a terrible thing to behold, and angering one is something every sane person thinks twice about, as truly powerful poems will become part of the common pool of bardic lore, thus living for as long as there are bards. The saying that is commonly recounted is "Death by a sword lasts but a short while, but a poet's scorn will live forever."
As mystic companions, Bards automatically have the virtues of Free Expression, Enchanting Music, Grant Curse, and Eidetic Memory. In addition, they may, if they wish, "upgrade" Enchanting Music to Magical Music for only +2 Virtue points, rather than the normal +3 difference. While bards may participate in Druid rituals, they add Intelligence + Enchanting Music + Philosophiae, and may not lead the ritual (i.e. they must have a Druid there to actually cast the spell, though they may help increase the casting total). Bards must be (25-Intelligence) year old, or older.
Bards also get a large number of beginning abilities, based on their training and magical abilities:

Speak Own Language 5
Enchanting Music 3
Curse 3
Storytelling* 3
Philosophiae 1
Druid Theology** 2
Folk Ken 2
Play (Instrument) 2
Sing 2
Etiquette 2
Intrigue 2
Legend Lore 2
Artes Liberales 2
*Bards can use Storytelling in place of Disputatio to teach students.
**Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.
Like all mystic companions, bards get an additional (age + 10) experience points to spend on beginning abilities or the improvement of the ones already possessed. Note that few bards will be literate, as they feel that it interferes with their ability to memorize details.

#### Appendix 3: Vates as Mystic Companions

A Vate is a seer, someone who can send their awareness into the future or past and bring back knowledge and visions. They are consulted for the most auspicious time to begin harvesting, to start on a journey, or to begin almost any undertaking of importance.
Vates have the equivalent of the virtues Mystic Understanding, Divination, Premonitions, and Intuition. Typical types of divination will include reading the stars, prophetic dreaming, the patterns of birds in flight, and reading Ogham runes. Many will also have very high Intelligence and Perception scores, as these aid in the deciphering of visions. If a Vate is consulted about the best time to begin a ritual, and her divination is both successful and followed, double the aura bonus (or halve the penalty) for that working. They may be no younger than (20-Per), and begin with the following abilities:

Speak Own Language 5
Divination 4
Druidic Theology* 4
Philosophiae 4
Scribe Ogham 2
Awareness 1
Concentration 1
*Druid Theology also includes a knowledge of the Law of communities that follow the Old Ways.
Like all mystic companions, Vates get (Age + 10) additional experience points to purchase more abilities or to improve the ones they already have.

#### Afterword

This work spent almost a year in the making, and I couldn't have done it without several people. While I've already mentioned Lucy, I would also like to thank the staff of Atlas Games and the writers of Ars Magica, especially John Kasab, David Chart, Aaron Link, John Snead, and Jonathan Tweet, all of whom wrote or compiled books that I referenced heavily. I would also like to thank Sharon Krossa for her convenient web page on Gaelic names, the Clan MacEwen for unwittingly providing the symbol of this House, Dr. Pepper, and Isaac Bonewitz, who pointed me in the right direction for a lot of my information (even if its not all historically accurate).
This is dedicated to Joel Yourdon, the guy who lives across the hall from me, because I can't choose from all the other people I should be dedicating it to.